Showing posts with label Item. Show all posts
Showing posts with label Item. Show all posts

Thursday, May 24, 2012

Items looted from monsters

Almost all monsters are equiping their own items. Humanoid has weapons and wears an armor, etc. Of course, characters (none-monster characters, included players and NPCs) can loot items from them, if they defeated those monsters. Some items cannot get without disecting them. e.g.) Lethears, horns or claws...

And, items can be damaged and perhaps broken. It means that the parameter of "Durability" is decreased.

How damaged?

How damaged their equipments will be calculated during the combat.

  • How many times they got attacks from their foes.
  • How strong these attacks are.
  • What types of attacks were done.

Defeating by one strong attack damages their equipments less than by attacking 10 times with not so strong attacks.

What does it works against?

When you sell the item looted from monsters in a shop, its value will be affected by "Durability" of the item. Lower "Durability" makes the item valueless. If you get much money by selling the dragon's leather, it's a problem. If you want to wear an armor having more power of defence that your enemy was wearing, you should repair them before using.

I believe it can add some fun to the combat. How do you think?

Saturday, August 13, 2011

Durability of Items

Almost all items, especially equipments, are going to be worn away by using. Each items have parameters of durability and maximum of it. How the item is worn away is divided by 5 steps and shown in literary. (There are some exceptions that I called "Stack Items," but I want to write about it separate from this article.)

How affect?

What I must think here is about its effects. In the first time, I've thought that the item should be broken and lost if it was continued using with condition of 0 durability. It would be like below.

  • Durability point is decreased with protecting from enemy's attack. (it occurs randomly, not always)
  • When durability point is 0, maximum durability point is decreased.
  • If maximum durability point is 0, this item is broken and cannot be used.
  • Durability point can be recovered by repairing at weapon shop. Maximum durability point is used as its limit and having no way to increase.

But in recently, I think it's not good. Because players want to keep using some legendary, forged or enchanted items. Passing time is an important factor in this game. Generation alters, but the world keeps advancing time. And player can make own ancestries in this alternation of generations, and leave items to the character of next generations.

What I've planned newly are some penalized conditions of broken items.

  1. It takes repairing costs more
  2. reduces the ability of attack
  3. reduces the ability of defence
2 and 3 are temporary effects that can be restored with repairing.

Though, the cost of reparing is variable between degrees of erosion. From this thought, more penalties are not necessary. Which is the best?